Actions
2023-10-10
When interacting with the world things are placed into certain times of Actions or choices that can be taken. These are broken into 4 types that can be overlapped in certain scenarios. An Action is the main method of utilizing your abilities and is the most versatile of options, it includes the basics such as Attacking or Casting most Spells along with a whole series of other options listed below. Bonus Actions are more specific but are regularly enhanced by Class Features, Feats, or Spells that can allow you to do more with it. Movement Actions are covered in the [Movement] document but allow you to change your position in the world. Finally, Free Actions can be used whenever and have no restrictions outside combat, in which you are limited to a single Free Action once per turn (so you can’t open infinite doors for instance).
Actions: The main option during combat
Attack - You make an Attack Roll against a Target
Cast a spell - You utilize a Spell that requires an Action to Cast
Use an Item - Help a Downed Ally drink a Health Potion, use a Scroll, or try to Pick a Lock. Most items available will take Actions to use unless otherwise specified
Dash: You immediately move a distance up to your total Movement Speed
Disengage: You move 2m in any direction away from a hostile Creature within Melee Distance of you without provoking an opportunity attack from that creature
Dodge: Until the Start of your next turn all Attacks against you are made with Disadvantage
Help: You can provide an ally with Advantage on an Attack Roll or Ability Check or you can bring a Downed Ally back, doing so they regain an amount of HP = 1 + your Medicine Skill
Hide: You make a Stealth Check after removing yourself from Line of Sight, Creatures that have Passive Perceptions lower than your Roll must perform a Search Action to discover your location
Ready an action: You choose an Action and a specific trigger, then between the end of your current turn and your next turn you can use your Reaction to take this Action if the stated trigger occurs
Reload: You reduce the Reload Property of your held Weapon by 1
Search: You make an Investigation or Perception Check [as per your GM] to locate something or notice someone
Bonus Actions
Cast a spell: You utilize a Spell that requires a Bonus Action to Cast
Jump: You can utilize your Strength to travel a Distance based on the Jumping Rules. This can require an Athletics or Acrobatics Check depending on objects in your way
Shove: You make an Athletics Check contested by the Athletics or Acrobatics check of the creature you’re attempting to Shove, moving them back 2m on a Success
Quaff: Drink a Potion you have in your Inventory
Step: You make a short 2m step, but cannot do so if your Movement Speed is less than 2m
Switch Weapons: Switch your Weapon Set
Other Actions
Movement Action - Move: You can move a distance up to your Movement Speed
Free Actions - Actions which have no specific requirements
Object Interaction [Once per Turn] - Open a Door, Switch your Weapon Set, Blow out a Candle, or Light a Lantern. You can use an Action or Bonus Action to take this Action again on your Turn
Speak [Once per Turn] - Limited to a short phrase that doesn’t last more than 6 seconds
Cry